Archive for August 2022

Best Visual Novel Releases – August 2022

 
With summer almost behind us and autumn fast approaching it is time to round up the best visual novels released in the past month. It has been a quiet month for major translated releases but the indie sphere is more than happy to provide some incredible games to help fill the gap. This month has been one where heart wrenching drama and mind boggling meta-narratives are sitting right next to fluffy slice of life moe. Let’s see what gems we can pick out.
 

Official Releases

 

All Ashes And Illusions -

Steam    VNDB   Genre – Drama   Play Time – 5 hours

A new Ebi-hime release is something to be celebrated as their writing is some of the best in the medium with such titles as The Way We All Go and Blackberry Honey. With their latest game they have moved to the Middle East for a ‘romance’ story of prince in love with his childhood nursemaid and how this desire twists him to a dangerous degree. This distinctly different setting and subject matter from what many visual novels choose to cover leads to a memorable journey into the mind of a person with less than good intentions. It should be noted that this is not a story for the faint of heart with an uncomfortable exploration of an unequal relationship power dynamic, but if you can stomach it you will find an excellently written and thought provoking tale.
 

Who Is The Red Queen? -

Steam   VNDB   Genre – Dark Fantasy, Horror   Play Time – 4 hours
Who Is The Red Queen?
was previously released on itch.io in 2021 but this release makes its arrival on Steam with improvements such as new art, music and an updated script. With this revised release the game can now gain additional exposure and more people can find out about an excellent short dark fantasy story which plays off the Alice In Wonderland imagery and ideas. It takes our familiar understanding of Wonderland and twists it to create a world both know and surprising where a single misstep can have dire consequences. This version of Alice must all the pieces of the dismembered Queen of Hearts and along the way avoid meeting an unfortunate end.
 

Animal Trail ☆ Girlish Square -

Steam    VNDB   Genre – Slice of Life, Idol   Play Time – 7 hours
Do you want a short and sweet feel good story with a dose of cat eared moe? Then this is the visual novel for you as it has one singular focus and that is being a cute bubble gum narrative. This is very much a game which expects you to play it quickly and discard it for the next title and its short play time reflects that choice. Of course this does not make it a bad visual novel since this pinpointing of what it wants to be allows for a clarity of purpose and ensures a comfortable and pleasing journey which knows the ride must soon end. There is not much more to say about this one, if you have played any moe slice of life visual novels then you know what you are in for here.
 

Lair Land Story -

Steam    VNDB   Genre – Fantasy, JRPG   Play Time – 16 hours
Lair Land Story
is a mixed type visual novel as it also contains JRPG / raising simulator gameplay which works to keep the experience from becoming monotonous. The narrative follows Herol’s efforts to raise Chilia, girl with magical powers who has lost her memories, and the trials and tribulations this entails as you shape her future. It has an upbeat tone to its story and, while it knows how to transition into more serious elements, it spends most of its play time in a cute and happy place which is assisted by the light gameplay nature of a raising simulator. Overall it is a pleasant adventure for those who want to unwind in a game with a moderate level of challenge and a focus on keeping a smile on your face.
 

Making*Lovers After Stories -

Steam   VNDB   Genre – Slice of Life, Romance   Play Time – 5 hours

Localising fandiscs to popular titles seems to be a new trend in the western market as we have yet another one with After Stories the fandisc of Making*Lovers. This visual novel consists of after stories for each of the heroines from the original game and gives them a chance to shine once again along with showing how their experiences have changed them. Unlike some other fandiscs, the after stories are the only content available and as such the play time for the game is short. However, this lack of extras is not a negative as it allows each after story to be the focus of the experience with no distractions or unlockable elements taking the players attention away from their time with these characters. A game which you should definitely pick up if you enjoyed the original and want more of the same quality romance storytelling. 
 

Muyuu Senkyou Romanesque: Chronicles of Refugia -

Steam    VNDB   Genre – Episodic, Sci-Fi
Climate change post apocalypse settings are not unheard of, but how about one where strange non-humans are using this opportunity to take over? Such is the strange premise of Chronicles of Refugia and it leads to an oddly intriguing world to immerse yourself in which the game heavily encourages with its episodic story structure. Over the course of the visual novel you are exposed to different view points on the world and piece together the workings and motivations of the groups and people involved in a satisfying manner. Something to pick up if you are looking for a visual novel which is a bit more experimental with its structure and ideas.
 

a pet shop after dark -

Steam   VNDB   Genre – Metafiction, Horror   Play Time – 1 hour
For the last of the official releases we have a delightful small indie title by npckc which uses a horror tone mixed with a cute aesthetic to sell an entertaining experience. This is a singularly focused visual novel which knows how to use its short play time to undermine expectations and engage with its minor puzzle elements to support the main narrative. The horror aspect is subtle and creeping rather than overt and is suitable for those who scare easily but someone looking for a hard core experience might want to look elsewhere. This is a bite sized portion of entertainment for those looking for something interesting to fill a short amount of time.
 

Fan Translations

 

Nagomibako Innocent Grey Fandisc -

Patch Download   VNDB   Genre – Horror, Mystery   Play Time – 8 hours
We end this list with another fandisc but this time for two much older titles, Cartagra and PP-pianisimo-. It contains a series of short stories and mini-games based on both games and mixes elements from the two together for a surprisingly stimulating package. As you might expect there are a variety of different and clashing tones between the stories from comedy to mystery to horror, and you might think that this would cause the player to experience emotional whiplash given each narrative's distinctive feelings but Nagimibako manages to weave this line with finesse. No part feels out of place and the overall product is more of what makes Innocent Grey one of the best visual novel companies around with their ability to design stories for vastly different genres.

 

The Bad Ending – An Anatomy of Visual Novels


 

When Everything Goes Wrong

 
A good story is often defined by its ending and a bad one can be redeemed by it. Visual novels are no exception to this rule and must contend with this opportunity multiple times over the course of the game. The most common form of endings used in visual novels are the Good and True Endings, but there are also some games which use Bad Endings. This kind of ending is one in which the protagonist fails in some fashion based on the players choices and it is generally treated as a short optional side path to expand the players experiences. Handling a Bad Ending properly can be a difficult task as they are inherently negative by nature and can make the player feel as if they are being unfairly punished. 
 
Bad Endings can be broadly split into two types, the Tragic End, where events end poorly for everyone involved, and the Dead End, where the protagonist simply dies. There is obviously a degree of overlap between the two types and this will be explored more as we address them separately. Their are other mediums which have the player character die based on the players choices like with Dead Ends, most notably choose your own adventure books, but none which place the emphasis on them which visual novels do with Tragic Ends. This strange evolution is what this article will be exploring as it details the aspects and usage of the Bad Ending and why it fits some games but not others.
 

Tragic Ends

 
Of the two types of Bad Endings the Tragic End is by far the most common simply because it can fit into any genre and does not require any form of character death. This allows it to sit alongside a more grounded or personal drama oriented story. Death can still be a part of a Tragic End but it is rarely the defining element and as a result it can explore the outcomes of a failure in an expansive manner not present in Dead Ends. 
 
One important feature of a Tragic End is how it expands the narrative in some fashion, be this hinting at a future revelation or showing another side of a character which might otherwise have been hidden. This offer the visual novel a chance to allow the player to explore the narrative and feel rewarded with the sense of discovery and the idea that they have had a glimpse behind the curtain. On the flip side the Tragic End can serve the same tension providing purpose as a Dead End and be something the player wants to avoid so they can have a happy ending for the characters they are invested in, which keeps them on their toes. Player engagement is one of the most important aspects for a game and the use of Tragic Ends provides it with ease, but to really explore how they achieve this we will need to look a few examples of good implementations of them.

Another side to the people we know
Let’s start with a simple example in the form of Himawari. This game utilises a series of Tragic Ends during its opening section which can be reached by making incorrect choices. These fall under the peek behind the curtain type of Tragic End as Himawari initially presents itself as a simple slice of life story with an eccentric cast and these peeks act as subtle confirmation to the player that all is not as it seems. Strange character behaviour and unexplained events define these endings and each one is given a unique piece of the puzzle to tantalise the player with. Himawari also understands when to stop using Tragic Ends. Once the big twist is revealed in the second section and the curtain is pulled back there is no longer any need to peek behind it and so Tragic Ends stop appearing after this point. In many ways it is the poster child of how to utilise Tragic Ends in the most basic manner and how powerful that effect can be for keeping the player engaged when nothing appears to be happening on the surface without forcing this content down their throat.
Thinking outside the box can lead to exciting results
Virtue’s Last Reward handles its Tragic Ends in a very different way, it makes them a mandatory part of the games structure. Almost all endings before the True Ending are some form of Tragic End and serve the purpose of pushing the narrative forward in various ways while also providing the idea of being trapped in a more meta narrative sense. This all fits into the death game style of story which Virtue’s Last Reward tells. The game could have got away with simple Dead Ends if building tension was what it needed from its endings. However, instead Tragic Ends were used to help build out the world and mysteries while the life and death drama plays out to its sad conclusion. By using so many negative endings the game creates a maze like quality to its narrative which encourages the player to try and find the way out for both themselves and the characters they have grown attached to. It is this blending of motivation and mystery building which makes Virtue’s Last Reward an excellent example of how Tragic Ends can be used to clever effect.
Shock factor cannot be underestimated
Our final example of Tragic Ends comes from Nurse Love Addiction. This visual novel uses Tragic Ends for the purpose of creating an extreme contrast in its narrative. The Tragic Ends can only be found at the end of each route and occur based on the last choice meaning that up until this point the player will have experienced a fairly standard slice of life yuri romance story and they will not be expecting it to deviate into something dark. As such the sudden shift into the negative consequences of their choice creates a greater sense of shock and makes them question everything that came before this point. This gives the game a powerful means of recontextualising events and playing on expectations which allows it to have a slice of life tone while still offering a greater narrative thread for the player can chew on. Best of all it is completely optional and those who do not want it can easily stay on the slice of life side since the right and wrong answers to that final choice are very obvious.

 

Dead Ends

 
In contrast to the complex possibilities offered by the Tragic End, the Dead End results simply in the swift death of the player character or another key character. Dead Ends are often short in length and are the closest visual novels come to having a simple game over screen, but unlike them Dead Ends have a degree of narrative flexibility.
 
The most common use of the Dead End is to build tension within a visual novel by offering a fail state. This works to sell the lethality of a situation though showing it rather than simply implying it, which allows the story to keep a sense of suspense throughout its length rather than the player becoming accustomed to the threat of death. It is surprising how a sudden death from a simple choice can wake the player up and make them think more carefully about what they are doing in order to avoid a similar fate again.
A battle should hold danger for those involved
Fate Stay Night is the poster child for the standard use of Dead Ends to create tension. It is visual novel centred around life and death magical battles so it offers many opportunities to provide the player with a choice which could lead to their death in combat. The constant presence of death helps sell the battle royale as dangerous and its participants as superpowered warriors who are not to be taken lightly. Without the Dead Ends the length of Fate Stay Night would have led to the player no longer finding the battles tense since they had seen similar fights before, but the constant threat of a Dead End makes every choice something they have to carefully consider. There are so many Dead Ends in the game that it keeps track of which ones you have achieved turning it into a collection element with a small reward for getting all of them. If there is one problem with how Fate Stay Night handles Dead Ends it is that sometime it can be hard to determine why you got a specific ending even with the hint system in place and this can lead to frustration for the player.
Perhaps it is time to run...
Rather than just being used for tension, Dead Ends can be used to as a spectacle as in our second example, Corpse Party: Book of Shadows. Here the Dead End is integrated into the overall horror experience by providing the death and gore which might kill the pacing of the game if included in the main progression. This turns each of these endings into a self contained ball of horror content for the player to immerse themselves in and helps sell the danger while offering a scare for the player. The genre is well suited for the Dead End as character deaths and other negative events are baked into its identity and this makes it easier for the player to not become irritated by a sudden Dead End since they have come in with a set of expectations. Similarly to Fate Stay Night, Book of Shadows has a collection element to its Dead Ends and takes it one step further by requiring the player to achieve every one of them in order to unlock the final story.
 

Lack of Popularity

 
If Bad Endings are as useful and expansive, as has been shown here, why do so few visual novels use them? The simple answer is the game’s genre determines whether the negative features of Bad Endings are necessary for them. For example, one of the most common genres of visual novel is romance / slice of life and it generally steers clear of anything serious and instead want its tone to be light and upbeat in nature which is highly incompatible with Bad Endings. On top of this those genres which are more compatible with the negative tone of Bad Endings might choose not to use them because of the potential to upset the game’s pacing by diverting the player onto a side path which they might not want to see. Those visual novels which do use Bad Endings do so since it fits the type of narrative they are trying to tell.

 

Conclusion

 
There are a wealth of possibilities when it comes to the forms Bad Endings can take and their use within a visual novel’s narrative. The Tragic End offers a chance to explore a side of the world and characters that might not be possible otherwise and Dead Ends give tension and stakes to events. Of course you want to know if you should include a type of Bad Ending in your visual novel and the answer to that is based on if it suits the story you are trying to tell. Do you need the tension and mystery they add and are willing to pay the cost of potential pacing issues and player confusion when they make a wrong choice? If you answered yes then it might fit into your story, but be careful since the trade off may effect you in ways you do not expect like the confusion over the cause of a Dead End as in Fate Stay Night. Overall, the Bad Ending and its mutations are a strange feature of visual novels and it will be interesting to see how they develop in future.
 

Heaven Will Be Mine – Review - Clashing Steel And Warming Hearts

Genre – Sci-fi, Mecha, LGBTQ+.    Play Time – 8 hours.   Developer - Pillow Fight Games.   Steam   VNDB

 

Finding Heaven

 
There is a certain beauty to the simple impulse to say, “Wow that is so cool”. It is a short phrase filled with an innocent emotion many of us lose as we get older and the realities of life turn everything into a grey soup. An adult is meant to be mature and sensible so expressions of wonder at something are frowned upon. After all “The nail that sticks out gets hammered down”, being different is hard and finding a place to belong is the eternal quest. Heaven Will Be Mine is an exploration of this space through the medium of cool mechas and three protagonists who are each seeking someone who understands them and a place to be themselves. As you will soon see it has a deep understand of its subject matter and the skills to speak to the player through their mind as well as their heart.
There is lots of clever presentations of key dialogue.

 

The Tale of Some ‘Bad’ Girls - Narrative, Themes and Metaphor

 
The story of Heaven Will Be Mine is through a unique mix of intimate interactions and clever implications and metaphors. It brings three distinctly different protagonists to the table to enable its rich narrative and places them on contrasting side of a conflict they have an increasingly personal investment in. Their conversations and the factions they side with form the backbone upon which the metaphor driven events and the story's themes are built.
 
Presenting the player with a choice of three possible protagonists the moment they start the game is a bold decision. We know nothing about each of them outside of the brief description provided nor what the consequences of our choice will be. However, this ultimately works in the game’s favour as it sets the tone for the types of choices the player will be presented with and the individual centric nature of the narrative. The result of having three different playable protagonists and asking the player to play through each one separately is that it allows for each path to focus on their own thematic angle. It also provides a more even experience inside each protagonist’s route in order to keep the messages and ideas clearer while also presenting a sense of variety in the long term.
 
If there is one thing this game loves above all else it is figurative prose and in particular metaphor. This covers everything from the elegant writing style to the awe inspiring visuals. When a metaphor is used it is not made of a single element but from combining parts to create the desired effect. This commitment to ensuring the quality of the metaphors helps to fuel the player’s immersion by surrounding them with metaphor and giving them the room to soak it in. Through this engagement with the player the themes and messages on display can be subtlety conveyed to them in an organic and gradual fashion which prevents the game from coming across as preachy. 
One of the larger walls of text in the game.
One of the more prominent metaphors used in Heaven Will Be Mine is the idea of gravity. It is used both in the literal sense with the gravity of celestial bodies effecting the practical realities of space travel and as a metaphor for the social and cultural forces which act on us to try and bring us into line. These are regularly used in the same breath as the story plays with double meanings and implies it core ideas through it. Earth’s gravity is an ever present power over the characters lives, it simultaneous wants them to return while also rejecting the aspects it finds unacceptable and it subtly seeps into every part of their lives even where it is not wanted. This is just a single layer on the complex web of metaphors which define the identity of the game.
Gravity is everywhere and you cannot escape it.
The downside to this figurative prose driven narrative style is its sheer variety and indirectness can confuse the reader as much as it informs them. Heaven Will Be Mine does not do much to alleviate this problem and instead expects its audience to keep up with the ideas and themes being thrown subtly their way. As a result it is possible for someone to completely bounce off the game and fail to understand it or leave with the impression that it is nonsense. So it is worth keeping this in mind if you struggle with more opaque writing then this story might not be for you.
 
Another issue lies in the games endings and how they relate to each protagonist’s path. Throughout the game you are given the option to remain loyal to the faction that protagonist belongs to or betray it. However, the narrative outside of these choices focuses on the faction that protagonist is part of rather than the other factions which leads to a disconnect within the story if you choose any ending other than that faction’s one since it jarringly switches focus with no build up. This dissonance between the choices and narrative is not unique to Heaven Will Be Mine and is one which many visual novels have to deal with. It does not ruin the overall experience but it does push you towards remaining loyal to a faction in order to ensure the smoothest narrative experience which is doubtless not the intent of the developer.
 

Those Who Seek A Place To Belong - Characters

 
It is obvious from the moment you start playing Heaven Will Be Mine just how important the characters are to the themes of the story. If metaphors are the fine threads which make the narrative shine then the characters are the loom on which the story is weaved before our eyes.
Luna-Terra is quite distinct from the other two protagonists.
The three protagonists from whose perspectives we view the story are the rebellious Saturn, the kind Pluto and the thorny Luna-Terra. Each one brings a contrasting personality to the table and the resultant banter mixed with their near constant flirting brings humanity to the depths of space. Their interactions form the majority of the what the player experiences within the game so this aspect needed to be strong and it delivers this in spades while blending in and around the metaphor rich scenes. One key element the protagonists recognise quickly is despite their often clashing personalities they all do not belong and their differences are not valued within Earth’s gravity. This leads them to slowly take solace in each other as they flirt and explore their feelings towards others, towards themselves and towards the people they work for. It is a mixing pot of emotions which drives forward these protagonists towards the ending the player chooses for them.
 
To complement each protagonist they have a companion character unique to their path who act as a foil to them while at the same time playing into their character arc. Saturn has the serious Mercury, Pluto has the hot-blooded Mars and Luna-Terra has the mentor figure Europa. By providing a character that the protagonists can bounce off without the tension that exists between the protagonists we get to see them be more honest. Most of the interactions between a protagonist and their companion occur through the Comms menu which is in the form of a chat room. This is used as a stage for some of the cleverest manipulating of the structure of dialogue to represent each characters mentality. One example of this is the lack of punctuation and capital letter in Saturn’s texts which shows off her need to be rebellious no matter the context and contrasts well with the clean and clear grammar used by Mercury. The game plays with their interactions throughout the game as we slowly see more of what defines each of them and how the fallout of the protagonist’s conflicts are effecting those beyond them.
The prose here is quite something.

 

Glittering Stars And Cosmic Abysses - Visual, Audio and Technical 

 
When it comes to the presentation of this layered narrative and its complex characters Heaven Will Be Mine delivers on multiple levels. Haunting visuals are complemented by a soundtrack which expresses loneliness and companionship in the depths of space. This is a game which understand well the trapping of the genres it draws from and how to use them in an appealing and powerful manner.
 
Saying a lot with a little is the strongest aspect of this visual novel’s presentation. There is no wasted space in any moment of the playtime. From the use of the protagonists’ cockpit views to express what kind of person they are as well as their facial expressions to the use of showing directed parts of an image to slowly build up the scene while playing into the metaphors present in the occupying text. The economising of content is definitely a result of the budgetary restrictions which are visible in the overall small pool of art assets. However, it is from this necessity that innovation is born and Heaven Will be Mine understands how to utilise what it has to great effect in a manner which allows it to outshine games with a much higher costs. This also enhances the role of metaphor in the game and makes it lean into its unique style all the more.
A lot can be shown with smart use of few assets.
If there is one visual element which best encapsulates the distinctive style of Heaven Will Be Mine it is the self-ships. These are the vessels through which our characters act out the major events of the story and serves as another powerful image of their selves. Their designs of an evocative mix of other worldly cosmic forces and human vulnerability and each one perfectly reflects the pilot while still being consistent with the overall aesthetic of the game. The game’s Evangelion influences also peek through here with the self-ships having an aesthetic and purpose reminiscent of the Evas while still being distinct from them. Abstract imagery invokes what concrete picture cannot and this is the core strength of not only the self-ship designs but also the art direct as a whole. The game could have simply used a more standard mecha design and it would have functioned within the narrative but lacked the impact and presence of the self-ships. Placing a focus on the self-ship design was ultimately rewarded the game with an excellent supporting pillar for the overall experience.
Self ships are the a sight to behold.
Soundscapes play an important role in setting the tone of a visual novel and so the haunting and evocative tone of the narrative and art of Heaven Will Be Mine are carried over to the music with exceptionally powerful results. Synthesisers are the weapon of choice in this war of emotion and in this role they are an outstanding choice for a game set in the depths of space in multiple senses of the word. The music carefully builds up a scene without overwhelming it and speaks both to the coldness of the world and the warmth of find people to belong with. While the overall selection of tracks is not as expansive as some other visual novels, each one of Heaven Will Be Mine’s tracks knows how to perform its duty and carries a weight to it which highlights the level of quality present in them.
 
There is one area in which Heaven Will Be Mine struggles and this is the lack of quality of life features. These includes an absence of standard elements such as a skip function and a gallery. Not having these features can be felt more acutely on the repeated playthroughs the game expects you to do since you cannot pass over text you have already which can make them a chore. The omission of a gallery is a disappointment as it would have been nice to be able to examine the beautiful art at my own pace rather than how it is shown in game. None of the absent features are a deal breaker as they game itself excels in most other aspects, but it is something to keep in mind if these features are important to your viewing pleasure.
How much I would give for a skip button on repeat playthroughs

 

Verdict – 9/10 – 

 
Heaven Will Be Mine is one of the few visual novels which truly understands the power of metaphor and themes and employs it with such finesse that its every moment is a pleasure to play.
 

Pros

 
 + Hits hard with an art style and soundtrack which use vagueness and imagery to invoke emotion and imply the metaphor in each scene.
 
+ A cast which is one of the most flawed and empathetic sets of characters in fiction with even side characters getting the emphasis they deserve.
 
+ The game understands the trappings of the sci-fi and mecha genre and knows how to play to their strengths with exceptional ease.
 
+ A strong commitment to its thematics which echoes throughout the entire game and keeps them present in the players mind.

 

Cons

 
- The only ending which make sense for each character is their faction one and the others feel somewhat forced for the sake of having choices.
 
- Its heavy use of figurative prose could make the game too vague for some people.
 
- Lacking some features such as a skip function or a gallery.

 

Top 10 Mystery Visual Novels


Deducing The Truth

 
Mysteries have always been a constant part of fiction both as a minor addition and the central driving force of the narrative. In the medium of visual novels, the use of mysteries is particularly common by comparison to other types of games due to how its traits align to enhance the best qualities of a mystery. This list will cover various kinds of mystery visual novels from murder mysteries to multiple route mysteries, the only requirement is that the mystery must be core to the identity of the game rather than a minor part of it. With that out of the way, let’s begin the countdown to number one.
 

Top 10

 

10. The 25th Ward: The Silver Case -

Steam   VNDB   Play Time – 20 hours

Suda51 has always been known for the distinctive style of his games and The 25th Ward is no exception with its interweaving narratives within a bleak semi-futuristic world. Set five years after the first game, it follows three separate protagonists with their own stories in the 25th Ward and each expanding on the mystery which permeates their distinctive experiences. The 25th Ward is a visual novel which knows how to hold its cards close to its chest and reveal just enough to help the player put the pieces of the mystery together without making the truth too clear. Dystopias are a common feature in many aspect of modern fiction but the 25th Ward has a special kind of unsettling features with its reflection of our worst qualities and they are merged with the mystery to slowly reveal their true horror. The 25th Ward’s ability to juggle all of these competing element with such grace and subtlety puts it above many other mystery visual novels.
 

9. Kara no Shoujo -

VNDB   Play Time – 25 hours
The bleak setting and tone continues with the ninth place on this list except this time it is historical instead of futuristic. Kara no Shoujo is a murder mystery set in 1950’s Japan and focuses on a series of bizarre murders plaguing the area, where young women disappear, only to turn up dead and maimed with their wombs torn out. As you can imagine this is a visual novel which is relatively light on humour but it understands how to use its darker moments sparingly so it does not become unbearably depressing. Instead it uses these darker elements to build the tension around the mystery to make sure the player never becomes too comfortable and is always second guessing themselves. An excellent example of what proper use of tone and pacing can do to elevate a mystery visual novel.
 

8. I/O -

VNDB   Play Time – 40 Hours
If there is a poster child of the multiple route and protagonist mystery it is definitely I/O. This is the first game on this list to really use the structure of visual novels as one of the core pillars of its mystery. It uses its individual sections to contrast the perspectives of seemingly very different protagonists while subtly dropping clues as to how it all comes together and then asking you to return to this section latter to gain a proper picture of how it all fits into the big picture. On top of this, the clever way in which it uses time and multiple perspectives adds a layer of intrigue which keeps the player on the edge of their seat. A colourful sci-fi aesthetic and engaging world building go a long way to complement and sell the story. The only reason I/O is not higher on this list is that it can be very hard to follow what is going on especially in the later sections when the narrative really goes of the rails.
 

7. Collar X Malice -

Nintendo Eshop   VNDB    Play Time – 50 Hours

The number seven spot is occupied by the only otome on this list with Collar X Malice. This game is a here because of its ability to seamlessly blend the romantic trappings of otome with a well written mystery. Collar X Malice’s emphasis on its characters and their interpersonal struggles gives an intimate edge to the story. Coupled with the protagonist having an explosive collar around her neck, the story makes the player rooting for the cast to solve the case the core interest of the mystery rather than just the intrigue of it. This is not to say that the mystery is in any way weak as it continues the emphasis on characters with each route focused around a different villain who holds a key to the mystery while also acting a foil to the hero of the route. Successfully mixing characters moments and keeping the pace of the mystery up can be difficult, but Collar X Malice does an exceptional job with this balancing act.
 

6. Chaos Head -

VNDB    Play Time – 25 Hours
It is difficult to describe the brilliant madness that is Chaos Head. This is in no small part due to the story being told from the perspective of perhaps the most compelling unreliable protagonist in visual novels. Trying to figure out what is real and what is imaginary adds a great sense of suspense to the overarching mystery of murder and paranoia by adding false pieces to the puzzle. This works better than a simple red herring as the chaos of having an unreliable narrator makes these false pieces seem like they might be real and it is only through logical thinking can the truth be reached. As you can imagine this type of stroy is a nightmare to write properly which is why we see so few examples of the technique, but when done well, as it is in Chaos Head, it is a sight to behold and a good backbone for a mystery.
 

5. Ever 17: Out of Infinity -

Patch Download    Play Time – 40 hours
Ever 17 is easily the oldest visual novel on this list and it has enjoyed continued popularity in no small part due to the quality of the mystery which is the narrative’s driving force. What makes this game stand out from the rest is its ability to play on and with perceptions of time and place with its mystery. It achieves this through a clever presentation of what are seemingly simple facts in such a way that the player knows there is something more going on but cannot quite put there finger on it while still having enough to start to theorise. Ever 17’s ability to walk this fine line of implicit and explicit truths is where is shines brightest and it keeps the player engaged over the game's length. It also helps that it has one of the greatest payoffs in a mystery visual novel to backup this ability.
 

4. Danganronpa 2: Goodbye Despair -

Steam   VNDB   Play Time – 40 Hours
The entire Danganronpa series could easily take up three positions on this list by themselves since they are some of the most well put together and totally insane mystery stories the medium has available. However, since that would make for a boring list, Danganronpa 2: Goodbye Despair was selected to the trilogy's representative. It encapsulates the defining traits of the series an over the top narrative driven by murder mysteries and trials which are simultaneously hilarious and deeply touching. This unique blending of tones makes Danaganronpa stand out from its peers and the second game is a shining example of how to build upon a first game while not losing what made it special. The loss of the magic in a sequel is a common trait with mystery visual novels as the first game has already set the expectations of the player and if the second game does not shake things up it will become predictable, but at the same time it cannot shake things up too much or it will lose what people liked about the first one. Goodbye Despair brilliantly sidesteps this issue by playing on the expectation of the player by both adhering and subverting what the thought they knew. It is these qualities which make Goodbye Despair deserve its number four spot.
 

3. Virtue's Last Reward -

Steam   VNDB   Play Time – 30 Hours
If Danganronpa is the wacky mystery game series then Zero Escape is its serious twin and in particular the second game Virtue's Last Reward. Having an enclosed space makes the mystery elements easier to keep track of as the narrative progresses and this technique has been a core part of mysteries for a long time with books like And Then There Were None exemplifying its strengths. 999 used this technique with some success but it is only with Virtue's Last Reward that we can see how the medium of visual novels is well suited to the claustrophobic feelings it invokes. Virtue's Last Reward revels in how it can jump from paranoia to isolation so that the player is never sure what is going to happen next and this allows the mystery to be kept fresh through these changing emotions. Few other games can so brilliantly manipulate the player with their mystery and for that Virtue's Last Reward deserves its third  place spot.
 

2. Higurashi When They Cry -

Steam   VNDB   Play Time – 60 Hours
The title of second place goes to a series which many of you are likely very familiar with, Higurashi When They Cry. It earns its place here through how it is able to marry horror and mystery over the course of the entire game without either end of the partnership suffering as a result. The problem with stretching a mystery out over a long playtime is that the player can become accustomed to the patterns of the mystery and either become able to predict them or simply become bored of it. This is why most narratives mix in another element, be it a murder or some actions scenes, to keep the player engaged and this is what Higurahsi does exceptionally well. Neither half of driving force of the narrative ever outlives its welcome as Higurashi is careful about controlling it pacing and uses is moments of high and low narrative tension to sell the overall story in a way which neither half could do on its own. If you want to experience fear as you desperately want to know what is really going on then Higurashi is for you.
 

1. Wonderful Everyday ~Diskontinuierliches Dasein~ -

Steam   VNDB   Play Time – 50 Hours
At the top of the pile we have the phenomenal visual novel Wonderful Everyday which brings together many of the traits which made the previous games on this list brilliant while adding its own flair. It has multiple protagonists, unreliable narrators, horror elements and many other little touches which are often used along with the mystery and cleverly blended into a whole which utilises the strength of each part. What makes Wonderful Everyday work is how it uses its themes and philosophical ideas as the backbone of both the personal narrative and the mystery it is building before the player. This commitment to a singular vision and identity which is nuanced enough to allow for flexible storytelling but concrete enough that the player never loses sight of the point the game is trying to make with the mystery. It is this skillful understanding of how to use the medium to enhance its mystery which earns Wonderful Everyday the top stop on this list.
 

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